﻿using System;
using System.Drawing;
using System.Timers;

using DC2010.Objects;
using DC2010.Objects.Base;
using DC2010.Objects.Data;

namespace DC2010.AI
{
    public class AI_Move : AILogic
    {
		public bool stilldelaying = true;
		
        public AI_Move(AIData ed):base(ed)
        {
            ShortName = "Creature will move freely";
            LongName = "Creature will move freelyaround the dungeon";
            Id = "AI_MOVE";
        }

        public override void Think(CreatureData cd, CreatureData cd2)
        {
			//int delay = Data.Params.Find(A => A.Key == "DELAY").Value.ToInt();
			
			//time per move...
			//kterymi smery mohu jit?
			//-- je propadliste ok?
			// -- je false wall ok?
			// -- can pass closed doors?
			 
			// Try_To_Move
			// Try_Preferred_Direction_Then_Others
			// FindPossibleMove
			// GetPrimaryAndSecondaryDirection
			// can go up and down the pit
			// can use stairs?
			 
			// ProcessTimers29to41 - v monster.cpp
			 
			// timePerMove
			// attackDistance
			 
			   //d.Obj13020 = monster;
			//  d.DirectionHasBeenTested[0] = 0;
			//  d.DirectionHasBeenTested[1] = 0;
			//  d.DirectionHasBeenTested[2] = 0;
			//  d.DirectionHasBeenTested[3] = 0;
			 
			//  d.OrthogonalDistance2Party = DistanceBetweenPoints(mapX, mapY, d.partyX, d.partyY);
			//  d.PrimaryDirectionToParty = (I16)GetPrimaryAndSecondaryDirection(mapX, mapY, d.partyX, d.partyY);
			//  d.SecondaryDirectionToParty = (I16)d.SecondaryDirection; 
			  
			//  horizSize
			  
            base.Think(cd, cd2);
        }
    }
}
